Rubick, the son of Aghanim, is a force to be reckoned with. Crowds marvel in wonder at his effortless ability to hurl objects through the air, using nothing but his mind. Many wizards have challenged him yet none have surpassed his powerful and debilitating magics. The Grand Magus, with his endless talent, will stop at nothing to bewilder and outsmart his enemies, even if it means turning their own magic against them. Renowned for his unique ability to steal magics with a mere thought, he is undeniably a favorable asset to the Sentinel in their fight against the Scourge.

Telekinesis

Telekinesis:

Rubick uses his telekinetic powers to lift the enemy into the air briefly and then hurls them back at the ground. The unit lands on the ground with such force that it stuns nearby enemies.

Lift Duration: 1.5/1.75/2/2.25 seconds

Stun duration: 1/1.25/1.5/1.75 (in the area it lands in, all enemy units except the initial target)

Land stun AoE: 325

Cast Range: 550/575/600/625

Cooldown: 18

Mana cost: 160

While the target is in the air, Rubick may use a secondary ability to control the throw the enemy in a targeted direction. Maximum of 375 units away.

Note: The directional landing happens when the lift duration is over, but you can issue the direction order anytime.

Fade Bolt

Fade Bolt:

Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage for 10 seconds. Each bounce reduces the damage dealt by 4%.

Damage: 75/150/225/300

Attack Reduction: -14/20/26/32 Damage [-7/10/13/16 on creeps]

Duration: 10 seconds

Cast Range: 800

Cooldown: 10

Mana cost: 90/95/100/105

Fade Bolt Ability Code: A27G

Null Field

Null Field:

Rubick's mastery of the arcane protects his allies against weaker magics, granting them magic resistance.

Magic Damage Reduction: 5/10/15/20%

AoE: 900

Null Field Ability Code: A27V

Spell Steal

Spell Steal:

Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for several minutes or until he dies.

Spell is stolen for: 3/4/5 minutes

Cast Range: 1000

Mana cost: 25

Cooldown: 20/18/16

Note: If you steal another spell, the old one is lost. Both teams see what spell was stolen. Items cannot be stolen, only abilities. You will get a warning message when the spell steal duration is close to expiring.

Note 2: There are a small set of spell exceptions (for technical reasons) that cannot be copied.

Calls upon the power of the seas, creating an enchanted wave that deals damage and degrades enemy unit's armor for 8 seconds.

Damage: 130/160/190/220

Armor Reduction: 2/3/4/5

Duration: 8

AoE: 350

Distance: 600

Cooldown: 12

Mana cost: 80/90/100/110

Song of the Siren reworked:

Old:

Sleeps all enemy units in range. Slept units are invulnerable until the end of the spell.

Duration: 6/7/8

AoE: 1000/1500/2000

Cooldown: 120

Mana cost: 200

New:

Releases a melody around you the puts enemy units to sleep while they are in your range. Units wake up if you leave the area or the duration of the melody runs out. Slithice can choose to end the melody at any point.

The HP difference calculation is now processed after the stun duration is over, so any damage you do in between the start of the effect and the end is included in the final damage dealt. The stun duration is now reduced from 1.5 to 1 second.

Nature's Guise keeps the target invisible for up to 1 second after leaving the proximity of a tree, except during the initial cast

Nature's Guise cooldown increased from 3 seconds to 10/8/6/4 seconds

Overgrowth rebalanced:

Old:

Summons an overgrowth of damaging vines and branches. Prevents all nearby enemies from moving or attacking and deals damage to each.

Duration: 3/4/5

Cooldown: 160

Damage: 85 per second

AoE: 725

New:

Summons an overgrowth of damaging vines and branches. Prevents all nearby enemies from moving or attacking and deals damage to each.

Duration: 3

Cooldown: 100/95/90

Damage: 70/100/130 per second

AoE: 725

Living Armor reworked:

Living Armor:

Rooftrellen's presence infuses allied heroes and structures with a protective healing aura, increasing armor and regeneration. During the daytime, his power of nature is increased, causing the aura to extend globally.

AoE: 900 (Global during the day)

HP Regeneration: 2/3/4/5

Armor: 1/2/3/4

Forest Sentinel Replaced with Leech Seed

Leech Seed:

Rooftrellen plants a life*sapping seed in his enemy, causing it to be slowed by 24% and have its life force drained over the next 3 seconds. Nearby allied units are healed by the same amount.

Troll is a master of the axe, learning axe skills in all forms of combat. When in melee form, summons magical axes to whirl around him in a circle, damaging enemies and causing them to have a 60% chance to miss attacks. When in ranged form, Troll hurls a fistful of axes in cone formation. Enemy units hit by the axes are slowed by 30%.

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